The Map

From Gloria Victis

The world map (M) displays real-time information about which nations and guilds own locations and provinces, and which events are available. Because Gloria Victis is largely about territory control, the map is a crucial tool.

Stoneholm World Map



Controlling more locations on the map yields higher territory control bonuses, provides easier access to various quests, resource gathering locations, and events, and helps secure wins in the Deadly Harvest event. The center of the map is prime small-scale PvP territory while the outer 'ring' tends to have more organized warbands. Guild Provinces also occupy the center area of the map.

Locations under siege are shown with their flags on fire.

The map can be marked on with RMB. This is visible to all party members.

Party members may be shown or hidden on the map with party options (P).

Some events will not show up on the map if you are too far away, or are too low level.


Native Territory

Each nation has its own biome and atmosphere in its native territory. Each nation's native territory extends from the capital city to the distance of two “links” in either direction, visible on the world map. Ismirs inhabit the northwest side of the map from Tenebrok to Ulfgard. Their land is snowy and mountainous. The Sangmar hail from the south, from Scarsdale to Seaclaw. Their areas are sandy and rocky. Midland's home territory in the north and east is grassy and swampy and stretches from Rodrock to Greenport.

3 Holy Temples are the cornerstones of each nation's native territory.

Capturing another nation’s native territories will result in weaker guards for defense, and it is not possible to fast travel to those locations except during non-loot siege events, so they can be challenging to defend. Similar resources and quests are available within each nation’s native territory. Most of the very high value events and resources are in the high conflict areas bordering the nations' native territories or in the center of the map.

Map & Legend

Mapandlegend.jpg

Map Based Effects

Different areas of the map have different rulesets, and taking territory generates significant buffs for your whole nation. Keep an eye on the Effects Tray on the upper left part of the screen while you're traveling.

Locationicon.png Hover over this to see where you will go if you use the /unstuck command.

Peaceicon.png You may not be harmed here. The capital city and respawn areas are the only place this is in effect.

NoLoot.jpg You can not be looted here.

Looticon.png You can be looted here.

DHicon.png This buff is applied after Deadly Harvest. 40% Bonus to Crafting Chance for first place, and 20% Bonus to Crafting Chance for second place. Third place does not receive a Crafting Chance bonus.

Fast Travel Links

On the world map, a series of solid colored lines connects the major locations owned by each nation. Links make it possible to fast travel between locations through the NPC called the logistician. It’s important to maintain links so that the nation may successfully defend its territory. If a link is cut off due to enemies capturing a location between that one and the capital city, guards will not spawn at the locations which have been cut off, and fast travel to the unlinked location will become impossible.

Fast travel is only possible in your nation's Native Territory. This means it is not possible for a nation owning large swaths of the map to simply teleport across the map. Native territory is 2 links from capital in either direction. Fast travel is not possible beyond those limits.

Not all flags are connected to the fast travel system and stand independently. It is not possible to fast travel to those locations.

Fast travel to connected links is not possible when the location is under siege, indicated by a burning flag. unless the location is a non-front line location.

Guild provinces rely on the link system for members of the guild and the alliance to travel there, so maintaining links is critical for those guilds.

Guilds may own provinces which are not linked, however, they will not be able to fast travel to it until it is properly connected to the capital city. They may travel there on foot.

The Front Line

A front line between Ismir (blue) and Sangmar (Yellow)

The front line is friendly territory that is adjacent to enemy territory. It is the place the enemy is most likely to strike and where most of the PvP action will occur. At certain times of day, non-loot PvP events will spawn at front line locations. Many valuable resources and events are situated on the front line. Territory on the front line cannot be fast traveled to if it is under siege (flag on fire).
















Connections to Capital

Midland (red) will have no guards and cannot respawn at Hordun Temple because this location is not connected to their Link System.

Maintaining a strong network of connections from location to location across your territories is important because it allows people to move quickly from one location to the next in native territory. Any location that is not connected to the capital city of the nation owning it will have no guards. It cannot be fast traveled to and the enemy cannot respawn here if they die while defending it.












Siege Indicators

To determine where the enemy is and how strong their forces are, look for flags with highlights, flames or both. These changes indicate if a siege is imminent or occurring.

Softlit.png

"Soft-lit" Several enemies nearby without siege equipment OR 1 enemy nearby with siege equipment. "Nearby" in this case can be as far away as the siege camps. Defenders can still teleport into a front-line location at this stage. If you see a flag at this stage, it's a good idea to teleport there as soon as possible to be ready to defend if your nation controls the location.


Hardlit.png

"Hard-lit" 1 enemy very close to the castle without siege equipment. "Very close" in this case means within a few meters of the walls. Defenders cannot teleport into a front-line location at this stage. If your nation controls the location, try going somewhere nearby and then riding there.


Hardnsoftlit.png

"Full-lit" 1 enemy very close to the castle with siege equipment or 3+ without siege equipment very close to the castle. "Very close" in this case means within a few meters of the walls. Defenders cannot teleport into a front-line location at this stage. If your nation controls the location, try going somewhere nearby and then riding there. ("full-lit").


Any time you come within range of an enemy flag, you will trigger one of these states which the enemy will be alerted to, and it will be visible on the map to all players. If you cause a flag to light, expect a fight!

Small flags attached to larger locations ONLY display the "Hard-lit" indicator and do not ever show "Full-lit" no matter how many enemies are nearby.

Often a siege begins with the main flag "soft-lit" and then escalates very quickly.

When leading a party to begin a siege, leaders will often avoid "lighting" a flag for as long as possible to use the element of surprise to their advantage. They do this by staying outside the range that enemy activity is detected until they are ready to strike. It is not possible to "sneak" directly up to a location's walls without the map flag indicating a siege is occurring. The enemy does not have to be banging on the doors or doing any damage for the siege indicator to trigger. The flags will indicate a siege if an enemy is anywhere nearby the location, even if they are trying to hide.

Note: Resource areas attached to main locations (Farms, mines, lumbermills) only show the "hard-lit" indicator regardless of how many enemies are nearby.

Guild Provinces

Closer to the center of the map are the 9 Guild Provinces. They are linked to several nation locations and can be fast travelled to if they are linked to the capital. Controlling the nation locations is an important part of being able to fast travel and generally defend the guild provinces. Guild provinces only have burning flags indicating enemy presence during a State of War siege. The guild claiming the province can set permissions on the doors and other structures to allow or deny access to the rest of the nation.

Guild provinces are built by the guild claiming the province with the Freebuild system.


See also: Fast Travel | Holy Temples | Events | Looting | Quests | Guild Provinces